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Displacement Mapping in DirectX 11

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My bachelor thesis. The practical part is a demo using hull/domain shader for displacement mapping of highly tessellated surfaces to form a  nature environment computed to a great deal via compute shader. Below you can see screen shots of the application. You can also download the source code (which is published under the GPL V3) and the thesis itself (please do not distribute it yourself without contacting me first. Its meant for personal education only). In order to run the binary s you need to have a 64 bit Windows system (Vista or 7), the Direct X 11 runtimes installed and a Direct X 11 compatible graphic card. The source code was developed using MS visual studio 2008 pro. The thesis was written in LaTeX.

Tessellation Demo

Tessellation Demo

Tessellation Demo low tessellation

Tessellation Demo low tessellation

Tessellation Demo wireframe mode

Tessellation Demo wireframe mode

Tessellation Demo low tessellation wireframe

Tessellation Demo low tessellation wireframe

Downloads:

  • Windows 64 bit Binary, Shader & Textures (GPL): download (~5,2MB)
  • Visual Studio 2008 Source Code, Shader & Textures (GPL): download (~8,1MB)
  • Bachelor Thesis PDF (only for personal education): download (~3,4MB)

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